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Sunday, February 7, 2016

Why You Should Play Loam in Your Punishing Jund Sideboard

A few weeks ago I lent my Punishing Jund deck to a friend for Legacy FNM. Midway through the tournament he asked what a singleton Life from the Loam was doing in the sideboard. I couldn't give a proper answer since I was in the middle of the match, but I think I responded with something along the lines of "it does everything".

I too used to ponder the purpose of the occasional 1-of Loam I saw in Jund sideboards. As an Aggro Loam player in particular, I scoffed at the notion of jamming Loam as an afterthought in such an "unoptimized" Loam deck. I read some arguments in its favor online, and was convinced enough to try it out myself at the 2015 GP Providence Legacy side event. It made one appearance in five rounds, during which I Wasted someone into oblivion. That was enough to get me to play it in a few more tournaments, and I soon found it fulfilled a surprisingly diverse and flexible role in the deck I wasn't even aware of, and took for granted playing Aggro Loam.

One set of prevalent decks Loam is very strong against are Delver decks. As long as you have mana in play you will be in a good position to out-muscle a Delver deck with your spells, and no card allows to you hit land drops and recover from Wasteland better than Loam. Once you survive to the mid-late game, Loam also turns into a win-con. Since Delver decks have no basics, once you get ahead on board you can Loam back your own Wastelands with impunity to destroy all their lands. If you play a Sylvan Library maindeck, I think it is an easy swap for a sideboard Loam. Lands are more important than cards in Delver matchups since you're often dying with spells in hand, and Loam also has a painless, immediate effect.

Loam is another powerful tool in many midrange matchups like Shardless BUG and Death & Taxes. These matchups are often very grindy, with Wastelands playing an important role on either end of the table. Dredging Loam in conjunction with Liliana of the Veil offers an avenue of gaining incremental advantage, enabling you to increase Liliana's loyalty while preserving important spells in hand by discarding Loam or accompanying lands. The downside of Dredging is in fact quite small in this deck. Your deck is quite streamlined and redundant, so turning over a few copies of a card doesn't hurt much. On the other hand, Dredging can increase Tarmogoyf's power by adding a card type to the graveyard, provide fresh fuel for Deathrite Shaman, or hit Grove of the Burnwillows/Punishing Fire to turn on your removal engine.

There are several decks in Legacy revolving around crucial lands where bolstering your Wasteland plan with Loam becomes paramount since you generally will only be playing 3 Wastelands. These matchups include Infect (Inkmoth Nexus), MUD (Ancient Tomb, City of Traitors, Cloudpost), Turbo Eldrazi (Cloudpost, Vesuva, Eye of Ugin, Karakas), and Lands (Rishadan Port, Maze of Ith, Dark Depths). In the case of Lands, the ability to also fight back against their oppressive mana denial will make or break games.

Tl;dr - Loam fulfills a unique role in the deck by offering utility across an impressive breadth of matchups. 

Tuesday, February 2, 2016

Primer: Bant Stoneblade


             


Introduction
Bant (GWU) has a long and illustrious history in Legacy, with a tried and true formula of acceleration backed up by quality creatures and permission. However, the archetype has dwindled in favor due to a number of recent printings. The powerful and versatile combination of Deathrite Shaman and Abrupt Decay has enshrined BGx as the core of Green midrange decks in Legacy over GWx. Furthermore, the card True-Name Nemesis gave non-Green Blade decks a creature comparable to those offered by Green. Despite these challenges, Bant still offers some strong advantages over other modern Blue midrange decks and continues to enjoy modest success. This primer will focus on pure Bant midrange decks playing Stoneforge Mystic and Green Sun's Zenith.



Deck Theory
I will now discuss how to approach building a Bant deck, and most importantly, why you should play a Bant deck. It is easiest to start simply by looking at the strongest aspects of each color of the Bant shard in Legacy:

Green, or Green Sun's Zenith Package
- Acceleration via Noble Hierarch and Green Sun's Zenith
- Utility creatures like Qasali Pridemage and Gaddock Teeg
- Powerful threats like Knight of the Reliquary

White, or Stoneforge Mystic Package
- Stoneforge Mystic + Equipment
- Versatile removal in Swords to Plowshares
- Useful sideboard technology

Blue, or Force of Will Package
- Force of Will and permission
- Brainstorm and cantrips to improve card selection
- Jace, the Mind Sculptor

Looking at these strengths, one can quickly conceptualize a deck combining them: your Green creatures play well with Equipment, you can accelerate into a Jace, you have answers to combo decks, et cetera. However, one of these colors stands out as the most crucial. When combined with the others, Bant becomes greater than the sum of its parts and offers a unique advantage over other competitive Blue midrange decks today. This color is Green.

With Green enabling more than four turn-one acceleration plays, a Bant deck is uniquely poised to leverage a mana advantage to cast powerful spells and disrupt the opponent. No other Blue midrange deck in Legacy has this capability.

On a second look however, one can note these three packages are competing with each other. Green wants to play a certain number of Green creature cards, Blue wants to maintain a high enough Blue card count to reliably cast Force of Will for free, and on top of it all White wants to play with a number of colorless Equipments. These are certainly intimidating deckbuilding requirements when it comes to fine-tuning, and it was once thought by many that you could only incorporate two of the three packages successfully in a Bant deck.

At this point I would like to present the progenitor of the modern Bant Stoneblade archetype, Sam Black's Top 8 placing list from GP Washington D.C. (1698 players) in November 2013.


True-Name Bant, GP D.C. 11/2013
  • Creature Spells (15)
  • 4x Noble Hierarch
  • 3x Stoneforge Mystic
  • 1x Scavenging Ooze
  • 1x Qasali Pridemage
  • 4x True-Name Nemesis
  • 2x Knight of the Reliquary
  • Noncreature Spells (23)
  • 3x Green Sun's Zenith
  • 4x Brainstorm
  • 4x Swords to Plowshares
  • 2x Ponder
  • 3x Daze
  • 4x Force of Will
  • 1x Jace, the Mind Sculptor
  • 1x Umezawa's Jitte
  • 1x Batterskull
  • Lands (22)
  • 4x Misty Rainforest
  • 4x Windswept Heath
  • 1x Flooded Strand
  • 3x Tropical Island
  • 2x Tundra
  • 1x Savannah
  • 1x Forest
  • 1x Island
  • 1x Dryad Arbor
  • 1x Karakas
  • 3x Wasteland
  • SB: 1x Envelop
  • SB: 1x Ethersworn Canonist
  • SB: 1x Gaddock Teeg
  • SB: 2x Humility
  • SB: 1x Relic of Progenitus
  • SB: 1x Spell Pierce
  • SB: 3x Swan Song
  • SB: 1x Sylvan Library
  • SB: 1x Tormod's Crypt
  • SB: 1x Umezawa's Jite
  • SB: 2x Vendilion Clique

This list, designed by Reid Duke, was able to meld all three packages together using the power of the then-recently released True-Name Nemesis. While a potent addition to other decks, TNN slots very naturally into a Bant shell for a variety of reasons:
  • Can be cast on the second turn off an accelerant (with your accelerant offering insulation from Edict effects, which are one of the best answers to the Mefolk Rouge).
  • Synergizes well with Stoneforge Mystic + Equipment.
  • Adds to the Blue card count for Force of Will while being a threat. Before TNN was printed, Force was frequently seen only in the sideboard of Bant decks because there weren't enough Blue cards maindeck to support it, but this is no longer an issue.
  • Bant can turn TNN into a decent clock without Equipment thanks to Exalted triggers.
It easy to see why Duke turned to Bant when finding the best shell to play TNN in before the GP. His list has become the logical starting point for the Bant archetype moving forward.

Notable Disadvantages of Bant
  • Vulnerable to -x/-x effects: These effects have become common in Legacy with the ubiquity of Elves, Death & Taxes, TNN, and Young Pyromancer. They wipe our your acceleration and TNN, your otherwise most resilient threat. A diversified threat-base including Knight of the Reliquary affords some resilience to this type of effect.
  • Incongruous gameplan: Bant has access to aggressive tempo plays like acceleration, mana denial, and soft permission, but doesn't have the fast, efficient threats of an aggro deck. On the other hand, it has a narrow selection of creature removal that is unbefitting to a control deck.
  • Over-reliance on a turn 1 accelerant: With a deck built around your strongest advantage, a turn 1 accelerant, hands without one can play out relatively anemically. 
  • Unavailability of quality sweeper effects: Bant lacks the colors of mana for efficient, quality sweeper effects of its own, which can make a Bant deck vulnerable to swarm and tribal decks.


Deck Construction
Bant has assumed many different forms over the years, and even today there are a great number of card choices available. Below I will briefly summarize what I believe should be core cards in the 75 of any Bant Blade deck.

   
   

Green:
Green Sun's Zenith, Noble Hierarch, Dryad Arbor
Qasali Pridemage - Provides removal for some noncreature permanents alongside the relevant Exatled ability.
Scavenging Ooze - Provides graveyard hate and lifegain, and can become a large threat.
Knight of the Reliquary - Large threat that is very dangerous in conjunction with Wasteland.
Gaddock Teeg - Hatebear that shuts down many strategies, tutorability makes it a very efficient sideboard slot.


     


White:
Stoneforge Mystic, Swords to Plowshares



   
   

Blue:
Force of Will, Brainstorm, True-Name Nemesis, Jace, the Mind Sculptor
Daze - This card may look strange to someone unfamiliar with the archetype, but is one of the best ways of leveraging your mana advantage.


     

Artifact:
Batterskull, Umezawa's Jitte - The two most powerful Equipment offering the best range of effects.

Land:



Karakas - Very effective against strategies centered around Legendary creatures such as Reanimator and Sneak & Show, and can be tutored via Knight of the Reliquary.



Wasteland - This Legacy staple is particularly potent in conjunction with Knight of the Reliquary.


          


          


          

Fetch lands, Dual lands & Basic lands will make up the majority of your manabase.


Sample Bant Stoneblade Decklists
Here are some decklists showcasing developments made since GP DC. These also exhibit other possible card choices.

David Nolan, 3rd @ SCG IQ (9/4/2016)

Matt Krouti, 9th-16th @ SCG Premier IQ (11/22/2015, ~100 players)

Nathan Goya, 3th-4th @ Eternal Extravaganza 3 (10/24/2015, 304 players)

Robin Mesmin, 5th-8th @ Last Chance Coupe de France, Lyon (10/10/2015, 145 players)

Alex Gellerman, 1st @ SCG Premier IQ (2/22/2015, 137 players)
This impressive result flew under the radar, but Gellerman managed to come out on top with Bant in a competitive field during the high-powered Dig Through Time meta. Note the decreased emphasis on True-Name Nemesis compared to the full set in the GP D.C. list.

Vicent Gregori, 7th @ GPT Paris in Barcelona (1/14/2014, 71 players)

Sam Black, 5th-8th @ GP Washington D.C. (11/6/2013, 1698 players)
Discussed under "Deck Theory" above and in Black's article below.

Reid Duke, 1st @ SCG Invitational (10/2013, 388 players)
This list is the immediate predecessor of the GP DC list. You can read more about it in the article section below.



Other Bant Midrange Strategies

I would like to recognize other Bant midrange strategies that have been successful relatively recently.

Deathbant/Hexproof
This build plays Deathrite Shaman instead of GSZ and Arbor for extra acceleration. Without GSZ, Green creatures are mostly eschewed in favor of Geist of St. Traft to complement TNN. This build's plan is turn 1 accelerant, turn 2 hexproof creature. Black mana sources also enable some sideboard cards, perhaps most importantly Zealous Persecution.

Noble Fish
Developed by Mark Koenig (aka Bahra), a notable MTGO player, this interesting deck packs a lot of cheap evasive creatures, disruption, and card advantage. Koenig put down the deck by summer 2015 as he felt it had no place in the Dig Through Time meta.

Brave Sir Robin
This deck burst onto the scene at an SCG Legacy Open in November 2015 with a Top 8 finish in the hands of Bant veteran Steven Schlepphorst. The card that made this deck possible was Retreat to Coralhelm from the Battle for Zendikar expansion. With the Retreat and an active Knight in play, it is possible to "go off" activating Knight and repeatedly Twiddling it with the Retreat trigger to grow it to a lethal size. Retreat is also a Blue card to pitch to Force, and provides incremental advantage even if you aren't executing the combo. Schlepphorst is continuing to develop this deck.

Shardless Bant
The brainchild of Paul Lynch, this take on Bant has only a very light splash of Green, and focuses on assembling the Thopter-Sword combo using Shardless Agent and Stoneforge Mystic. Some other players have adopted the deck and had successful finishes with it. While technically Bant-colored, this deck has more in common with a UW Blade control deck than a classic Bant deck.



Other Resources

Article: Sam Black on Bant @ GP DC

Article: Reid Duke on Bant @ the SCG Invitational

Video: Sam Black VS Todd Anderson (Esper Deathblade) @ SCG Invitational, 12/13/13

Video: Sam Pardee VS Elves @ SCG Open Oakland, 12/7/13

Video: Reid Duke VS Eric Froelich (Storm) @ GP DC

Video: Sam Black VS Craig Wescoe (Death & Taxes) @ GP DC Quarterfinal

Video: Sam Black VS Owen Turtenwald (Delverblade) @ GP DC Semifinal (2nd part of video)

Video: Sam Black VS Elves @ GP DC 

Video: Reid Duke VS Chris Andersen (Elves) @ SCG Invi

Video: Reid Duke VS Ben Friedman (Delverblade) @ SCG Invi Final

Video: SCG VS Series, Deck Tech & Games with Gellerman's IQ winning List

Video: Deck Tech of Duke's Invitational deck

Bant Thread on The Source Legacy Website
This thread isn't very active and its primer is outdated, but plenty of useful information can be gleaned from it by going through old discussions.


Sunday, January 31, 2016

DECK: Punishing Maverick, 1/29/16

I got a new phone recently with a much better camera than my old one. I thought I would try it out by taking some deck pictures. They look decent, but not as good as what I see posted on The Source for some reason...good cell-phone photography must be harder than it looks.

Without further ado, here is what I played at  FNM on 1/29/16 (Legacy FNM ftw!). Images are shrunk to fit but full versions can be found in this Imgur album: http://imgur.com/a/1B8mZ



Creature Spells
Creatures 


Noncreature Spells
Noncreature Spells 


Lands
Lands 


Sideboard & Tokens
Sideboard Etc. 





The FNM didn't go great...I went 1-2-1, beating Shardless (2-0), losing to BR Reanimator (0-2) and RG Lands (1-2), and drawing with Loam Pox (1-1). The BR Reanimator deck is played by two people at this store and its good hands are absurdly fast and powerful. Definitely the last thing you want to run into as a Naya-colored deck in Legacy! I will pack Surgicals in my sideboard next time I play this deck there.

People sometimes ask if I'm foiling the deck out, but I don't intend to. Its impossible to completely foil a Legacy deck with Dual lands anyway. I just get foils of cards I like or look nice. One day I might even convince myself that a Foil 7th-Ed Birds of Paradise is a justifiable purchase...

Wednesday, January 27, 2016

Bant Maverick Decklists

              

Intro
Bant Maverick or Geist Maverick is variant of classic GW Maverick. This version experienced a brief period of popularity in early 2012 but has been largely forgotten, and is probably the least well known Maverick deck. The motivation behind splashing Blue in Maverick was quite simple: the power of Geist of Saint Traft.

Geist of St. Traft works well in a Maverick shell for several reasons:
  • Can easily be cast on turn 2 off of Maverick's many accelerants.
  • Mother of Runes and Exalted make it harder for opposing creatures to block it.
  • Provides a real clock against combo and control decks, which a typical Maverick deck can't.
  • Becomes even more threatening in conjunction with Stoneforge Mystic + Equipment.
  • Utility lands like Karakas and Maze of Ith interact favorably with it.
  • High-impact threat that isn't reliant on the graveyard like Knight of the Reliquary.

True-Name Nemesis has largely supplanted Geist of St. Traft in the format as it is even harder to interact with, and is strong on defense, and doesn't require the support that the Geist does. However, if there is a shell where Geist of St. Traft still has a home in Legacy today, I believe this is it due to the reasons above.


Decklists
There are several different directions you can take with the Blue splash as you can see in the sample decklists below. Some lists play Thalia, others play Brainstorm, and even Jace, the Mind Sculptor shows up. Some amount of permission such as Spell Pierce is almost always incorporated into the sideboard, enabling stack interaction from the classically permanent-centric Maverick deck.

Grigory Kievsky, 5th @ TOPDeck Moscow Legacy OPEN (12/14/2013, 91 players)

Wayne Tam, 5th-8th @ Eternal Weekend (8/18/2012, 358 players)

Michael Braverman, 5-8th @ SCG Legacy Open Baltimore (3/25/2012, 264 players)

Derek Jacobs, 9th-6th @ SCG Legacy Open Tampa (3/4/2012)

Jeff Sirkis, 5th-8th @ SCG Legacy Open Memphis (2/26/2012, 94 players)

Morgan Burks, 3rd-4th @ SCG Legacy Open Richmond (2/5/2012, 117 players)

Adam Cai, 3rd-4th @ SCG Legacy Open Atlanta (1/8/2012, 191 players)


Closing Thoughts
Maverick is not strongly positioned in the current meta at large, but one popular and unfavorable matchup where I believe this version gains a lot of ground is the Miracles matchup. Geist is a real clock and harder for them to interact with than our other threats. I think Envelop is a great piece of sideboard technology that can improve the matchup as well.

If you're hoping to (maybe) beat Miracles, are looking for something a bit different to play, or are simply a Maverick enthusiast, I encourage you to give this deck a spin at your next local. There's nothing quite like beating someone down with Geist of St. Traft in Legacy!

Sunday, January 10, 2016

Deck Tech: Punishing Zoo feat. Shawn "FIGHT ME!" Yu

                 


Background
Zoo is an archetype with a long history in Legacy. Traditionally, it was built as an aggressive deck with efficient creatures backed up by burn spells. However, "bigger" Zoo builds eventually evolved with more late-game staying power in both Extended and Legacy, perhaps best exemplified by Brian Kibler's winning deck from Pro Tour Austin in 2009. This archetype saw success most recently at an SCG Legacy Open in October 2013, when Shawn Yu piloted this list to a notable Top 8 finish. Legacy has changed a lot since then, and now Zoo is looked at as a relic of the past, but as a dedicated Naya player I have decided to investigate this archetype for myself. Fortunately, I was able to get some input from Mr. Yu to help me along my journey, which I hope others will find valuable as well!


The List
Yu's list brought a lot of interesting technology to the table to make a deck that attacks with Wild Nacatl viable in a format as diverse and powerful as Legacy. The Grove of the Burnwillows/Punishing Fire engine is very strong against most creature decks in the format, while a playset of Green Sun's Zenith adds an element of consistency to the deck while enabling a small toolbox of creatures to combat certain strategies. This was his 75 from the Legacy Open:


Punishing Zoo, 10/2013
  • Creature Spells (19)
  • 4x Noble Hierarch
  • 4x Wild Nacatl
  • 1x Sylvan Safekeeper
  • 3x Qasali Pridemage
  • 2x Scavenging Ooze
  • 1x Gaddock Teeg
  • 4x Knight of the Reliquary
  • Noncreature Spells (18)
  • 4x Green Sun's Zenith
  • 4x Lightning Bolt
  • 4x Swords to Plowshares
  • 4x Punishing Fire
  • 2x Elspeth, Knight-Errant
  • Lands (23)
  • 4x Wooded Foothills
  • 4x Windswept Heath
  • 2x Taiga
  • 2x Plateau
  • 2x Savannah
  • 1x Forest
  • 1x Plains
  • 1x Dryad Arbor
  • 3x Grove of the Burnwillows
  • 1x Karakas
  • 2x Wasteland
  • SB: 3x Engineered Explosives
  • SB: 3x Ethersworn Canonist
  • SB: 3x Thalia, Guardian of Thraben
  • SB: 2x Ancient Grudge
  • SB: 2x Pyroblast
  • SB: 1x Bojuka Bog
  • SB: 1x Gaddock Teeg

Interview with Shawn Yu

How did you first hear of this deck and who do you think is credited with "inventing" it?

S: Big Zoo started in Extended shortly after the release of Zendikar when Brian Kibler took a Ben Rubin brew to the championship of PT Austin, featuring the Punishing Fire engine. The first time I was aware of it being ported into Legacy was after the 2010 Japanese Legacy Championship...notably, the first Legacy versions eschewed the Punishing Fire engine, but the real innovation was the combination of Noble Hierarch, Knight of the Reliquary, and Elspeth Knight-Errant, which gave the deck a leg up in the pseudo-mirror against the smaller Zoo decks which were the most dominant deck in Legacy at the time. Punishing Fire was a known commodity, but most people didn't think it was fast enough for Legacy (and it probably wasn't with the old meta). The first medium-sized tournament I ever won was with Big Zoo (without Punishing Fire), so the archetype held a special place in my heart. It was only after the format (and particularly, my local metagame) got saturated with a lot of slow control decks which could easily remove creatures but not reliably answer the Punishing Fire engine that the Punishing Fire became more popular. I eventually picked it up and swore by it. After Green Sun's Zenith got printed, I experimented with variants both with and without the new card. Obviously, that card also gave rise to the Maverick archetype, which is very similar to Big Zoo in many respects, except with even more of a midrange bent. Maverick was arguably the best deck in the format between 2011-2012, so many would-be Zoo pilots gravitated to that deck instead.



Why Big Zoo in a format as diverse and powerful as Legacy? (aside from the fact that it's awesome). What unique advantage can this archetype bring to the table?

S: I honestly think Big Zoo was extremely well-positioned during 2010. The best decks in the format were Zoo, Merfolk, and Goblins, and you improved your matchup in the pseudo-mirror at the slight cost of the latter two, but they still remained favorable. Punishing Fire was later included a strong counter to the rise of slow control decks that still allowed us to maintain the edge against tribal strategies. The metagame gradually shifted away from Big Zoo, but I do think there are many reasons to choose the deck. In my case, it was initially the deck with which I was most familiar, and I think there is a lot of advantage in knowing all the intricacies of a less objectively well-positioned deck. Furthermore, at a large event such as an SCG or GP, you also gain a lot of equity by playing a deck for which players are no longer prepared, which was especially the case when I sleeved up Big Zoo at SCG Seattle more than two years after its time had "passed". But what it does offer in addition to these intangible qualities are a very fast clock, unparalleled creature removal, solid answers to most other problematic permanents, and an inexorable long game that most grindy decks are not capable of matching. The combo matchup may initially seem unfavorable, but with a strong tutor-package and the appropriate sideboard cards, many of those matchups were quite manageable.


What are the good and bad matchups in your opinion?

S: I generally want to play against most creature decks. This includes the likes of Shardless BUG, Deadguy Ale, Death and Taxes, Goblins, Stoneblade, Merfolk, etc. I should note, however, that the likes of Stoneblade and Merfolk have gotten a lot tougher since True-Name Nemesis were printed, and I actually haven't played the deck since SCG Seattle (right before TNN became legal). Most of the combo decks are pretty bad matchups in game 1, but I feel much more comfortable in games 2 and 3, since my sideboard is almost completely geared against those decks. Before the printing of TNN, I rarely needed to bring in any cards from the sideboard for the fair matchups, so I could easily devote all of those slots against combo. Miracles is also difficult as one of the few control decks with the ability to win before Punishing Fire can take the game over, mostly because Entreat is so hard to interact with. I should also note that as a non-blue deck, you'll be subject to variance that will cause you to lose a decent number of matches that should be favorable. I consider all of the Delver matchups to be slightly favorable, but they can definitely capitalize on your mana screw and to tempo you out if you have a slow draw, despite all the removal available in the deck.


Which  matchups are perhaps unexpectedly good or bad?

S:
The combo matchups are much better than most people think:
- Against Storm, you have the ability to cast a quick Zenith for two, which completely locks out ANT in game 1. Scavenging Ooze is also quite annoying, and after board, you gain access to Thalia and Canonist.
- Against Reanimator, Scavenging Ooze is terrific, and you also have the ability to find Knight of the Reliquary into Karakas to deal with most of their scary threats. If they have countermagic for the Knight, their Exhumes are probably shut off.
- Against the older Show and Tell decks, you have a Karakas and four Knights, in addition to everything else in your deck. That's like running 5 Force of Wills for Show and Tell that they can't fight back against. There are variations since then that allow Sneak Attack strategies to combat that line, but you have some game too.
- I played against Omniscience quite a bit, although this predated Dig Through Time. You have a pretty fast clock with some useful hatebears (Qasali Pridemage, Thalia, Gaddock Teeg), but the most crippling of them is Ethersworn Canonist. If you hold that in your hand for their Show and Tell, a follow-up Red Elemental Blast (or even an on-board Pridemage) will destroy their Omniscience before they have the chance to do anything.

- Aluren can be scary, but with the Punishing Fire engine, they have to combo off instead of relying on grinding you out. You have Gaddock Teeg to protect against Aluren, and you can sandbag Qasali Pridemage or Ethersworn Canonist in hand for the rest of their combo if they do resolve Aluren.
- Elves is not a favorable matchup, but we have more removal spells than any other deck to buy some time. Gaddock Teeg and Ethersworn Canonist are pretty useful to delay their most threatening plays, and if they're unable to kill us before Punishing Fire comes online, we're probably safe. Engineered Explosives out of the sideboard also slows down some of their most explosive starts.
- I've skimped on some Dredge hate in my most recent builds, but the strategy is to use Plows to manage their Ichorids and Bolts to manage their Bridges until you're able to cast or Zenith for Scavenging Ooze (or Knight of the Reliquary for Bojuka Bog). I certainly consider the deck an underdog to an experienced Dredge pilot that has full information about the deck (which would tell them that they're safe to go all-in on an aggressive hand like LED + Breakthrough), but this almost never happens.
- Interestingly, a lot of the Stax matchups are quite favorable as well. This deck has plenty of ways to remove artifacts, to go upstairs, and to even sneak under an Ensnaring Bridge with Noble Hierarch exalted beats.

As far as matchups that are unexpectedly bad, that's difficult for me to assess: people tend to be surprised when Big Zoo wins anything nowadays! But Burn is a tougher matchup for this deck than it is for regular Zoo, given the increased susceptibility to Price of Progress, and a resource denial deck like Pox is really problematic. I also consider Affinity quite difficult, as it can build a board presence much faster than we can keep up with spot removal, plus Etched Champion can stonewall most of our larger threats.



How should one approach fighting Public Enemy No. 1, Miracles?


S:
Locally, I'm actually known more for piloting Miracles than Zoo now, so I find it really interesting that you've asked this!

In this matchup, I think it's important to recognize that you're the aggro role once again because Punishing Fire is generally not going to win you the long game. It's important to treat things like a normal Zoo deck would: be aggressive and maintain a significant board presence that forces an answer from your opponent without overcommitting if you can help it. Force the control player to have an answer, which they often don't, especially if they don't know you're on Zoo. By the time they've found a Swords or Terminus on turn 3, your exalted Wild Nacatl beats might have already hit them for 8. Use that to bridge them into bigger threats like Knight and especially Elspeth. Planeswalkers are particularly difficult for Miracles to beat.

Keep in mind that before Council's Judgment and Monastery Mentor were printed, Gaddock Teeg plus Sylvan Safekeeper were essentially a hardlock for their answers and their win conditions. Your opponent will often have to use Swords aggressively to protect their life total, so in some board states where you need to protect the rest of your board against Terminus, it's okay to throw down an unprotected Teeg.

Consider using your Qasali Pridemages aggressively to get rid of their Tops, particularly in response to fetchland activations. Sometimes you'll need the Pridemage for the clock, but still other times, only Terminus will save them, and it's often worth the cost of a 2-for-1 to minimize their ability to find it.

Getting locked underneath a Counterbalance feels terrible, but I wouldn't worry about it. It doesn't directly answer your board and you have the ability to produce varied mana costs, including Green Sun's Zenith for greater than 2, in order to find a Pridemage if necessary. In the situations where they've stabilized the board and lock you out with a Counterbalance, you probably weren't winning anyway.

I've had enough success with Zoo against Miracles, as well as difficulties against Zoo with Miracles, that I wouldn't consider this a terrible matchup. While I do think it's in Miracles' favor, I would like to repeat a quote by Dave Price, the King of Beatdown: "there are wrong answers, there are no wrong threats". The onus is on the Miracles player to find the right cards for the matchup.



What would your 75 look like if you were forced to play this deck at a hypothetical Legacy Open
tomorrow?

S:
The main reason I stopped playing Zoo is that some of the most favorable matchups (Merfolk and Stoneblade) became much more difficult with the inclusion of True-Name Nemesis, so I'd have to find an answer to that card. I've considered going with a Stoneforge package (to find Sword of Fire and Ice) or running a single Kessig Wolf-Run to allow our big threats to trample over for damage. But that begs the question of why not play GW/b Maverick or Punishing Maverick instead.

If I were committed to Wild Nacatls, I would probably try to find some room for Council's Judgment, which conveniently answers many other problematic permanents. I would shave down on the Qasali Pridemage and possibly some combination of Swords and Bolt to make room for that. Elspeth is also a bit underwhelming in these circumstances, so that would probably have to go as well. And finally, I would not be able to afford devoting so many sideboard slots to the combo matchup while skimping on slots for fair decks.

My thoroughly untested deck would look something as follows:


4 Windswept Heath
4 Wooded Foothills
2 Taiga
2 Savannah
2 Plateau
1 Dryad Arbor
1 Forest
1 Plains
3 Grove of the Burnwillows
1 Kessig Wolf Run
1 Karakas

4 Wild Nacatl
4 Noble Hierarch
1 Sylvan Safekeeper
2 Qasali Pridemage
2 Gaddock Teeg
2 Scavenging Ooze
4 Knight of the Reliquary
1 Thrun, the Last Troll

3 Lightning Bolt
4 Punishing Fire
3 Swords to Plowshares
3 Council's Judgment
4 Green Sun's Zenith
1 Xenagos, the Reveler

SB: 3 Containment Priest
SB: 3 Ethersworn Canonist
SB: 2 Ancient Grudge
SB: 2 Pyroblast
SB: 1 Red Elemental Blast
SB: 1 Bojuka Bog
SB: 2 Null Rod
SB: 1 Garruk Relentless


Could you explain the omission of staples in Green midrange decks such as Tarmogoyf, Wasteland, and Sylvan Library?

S: Tarmogoyf is a reasonable choice. I played a single copy in my Mirkwood event and it helped me win a game that I might have otherwise fallen behind in, but I cut it for (the) SCG because I was trying to squeeze in some Wastelands.

Wastelands are also reasonable, as I ran two in the SCG Open. Sometimes chaining a few together with Knight is all you need to get your opponent to stumble. Unfortunately, I think squeezing in a Kessig Wolf Run is more important after the printing of TNN, and I feel Wastelands are less useful for mana screwing the opponent the fewer you run.


I've never liked playing Sylvan Library because I would always kill myself with it, but that's more of a personal issue.


Thank you for offering your thoughts Shawn! :)



Conclusion & Further Reading
Punishing Zoo probably won't Top 8 another Legacy Open, but it is a fun deck with a surprising amount of game. My match record "grinding" this deck over three weeks so far is 12-14-1. This is my latest list (also posted in the Zoo thread on The Source):

Punishing Zoo, 1/2016
  • Creature Spells (19)
  • 4x Noble Hierarch
  • 4x Wild Nacatl
  • 3x Qasali Pridemage
  • 2x Tarmogoyf
  • 1x Scavenging Ooze
  • 1x Gaddock Teeg
  • 4x Knight of the Reliquary
  • Noncreature Spells (18)
  • 4x Green Sun's Zenith
  • 4x Lightning Bolt
  • 4x Swords to Plowshares
  • 4x Punishing Fire
  • 1x Sylvan Library
  • 1x Elspeth, Knight-Errant
  • Lands (23)
  • 4x Wooded Foothills
  • 4x Windswept Heath
  • 2x Taiga
  • 2x Savannah
  • 1x Plateau
  • 1x Forest
  • 1x Plains
  • 1x Mountain
  • 1x Dryad Arbor
  • 3x Grove of the Burnwillows
  • 1x Karakas
  • 2x Wasteland
  • SB: 3x Thalia, Guardian of Thraben
  • SB: 2x Ethersworn Canonist
  • SB: 2x Containment Priest
  • SB: 2x Krosan Grip
  • SB: 1x Crop Rotation
  • SB: 1x Pithing Needle
  • SB: 1x Thrun, the Last Troll
  • SB: 1x Fiery Justice
  • SB: 1x Bojuka Bog
  • SB: 1x Gaddock Teeg


Here is a breakdown of my matches by event:

Shardless Bant 2-0
Esper Deathblade 2-1
Omni-Tell 1-2
Mono-B Reanimator 0-2

Enchantress 2-1
True-Name Bant 2-0
Esper Deathblade 2-0
Affinity 0-2
Burn 1-2

Goblins 1-2
Canadian Thresh 2-1
Mono-B Reanimator 2-1
Belcher 1-2

Flamespeaker Stompy 2-1
Miracles 1-2
Sneak & Show 2-1

Grixis Delver 1-2
Grixis Delver 1-1
UWRB Delver 0-2
True-Name Bant 0-2

Jund Turbo-Depths 1-2
The Cure 2-0
RG Lands 2-1
Aggro Loam 2-0
Esper Miracles 1-2
RG Lands 1-2
Reanimator 1-2

If you've made it this far, I encourage you to check out Yu's tournament reports with the deck on The Source, which are very detailed and analytical:

Shawn Yu's Mirkwood Cup Tournament Report, August 2013 (3rd-4th/95 players)

Shawn Yu's SCG Open Tournament Report, October 2013 (7th-8th/ >200 players)


Thursday, December 24, 2015

I'm On The Internet

I don't know what reminded me, but I remembered that I was "featured" in two articles on the website Hipsters of the Coast back in summer 2013. The author was playing a new Standard deck every two weeks at Pandemonium in Cambridge and writing tournament reports of his experience on the site (the name of his column is "Ensnaring Cambridge", get it?).

This was only two years ago but it feels a lot longer ago than that. I was even worse at Magic then than I am now and was almost exclusively playing Standard! (I really enjoyed ISD-RTR though). I started getting interested in Legacy that summer through watching the SCG Open streams on Sunday, out of sheer boredom because I was working at school that summer while none of my friends were around.

Some things I remember from that time:

  • Having to look up every card in Enchantress (except Sterling Grove, thanks to my comprehensive Invasion block knowledge)
  • Seeing a Submerge hardcast on a single Lingering Souls token
  • Lamenting the fact that Geist of St. Traft was ruining people's day even in Legacy
  • Staring at awe at Bryant Cook turning over his foiled Storm deck
  • Witnessing a turn 1 Tin Fins kill
  • Not having a clue what "Maverick" was


...and last but not least:


  • Wishing there was another Standard Open on Sunday so I could watch more Standard instead of Legacy.


...

I thought I might as well re-post the two articles here since I went through the trouble of digging them up:

I am his Round 3 opponent here, grim and unsmiling despite doing God's work with Sigarda and Advent of the Wurm.

I ran into him again but was able to smile for the photo this time. We somehow managed to draw the Red Deck Wins VS Sphinx's Revelation matchup!

I've also managed to dig up rough decklists for my two Standard decks from the articles. My Bant deck was very sub-optimal with no Thragtusks, Restoration Angels, or Voice of Resurgences since I was a budget-minded college student at the time:

Prime Speaker Bant

4 Centaur Healer
2 Loxodon Smiter
3 Yeva, Nature's Herald
2 Sigarda, Host of Herons
1 Wolfir Silverheart
2 Armada Wurm
1 Prime Speaker Zegana

4 Farseek
3 Azorius Charm
2 Selesnya Charm
1 Cyclonic Rift
1 Think Twice
1 Oblivion Ring
1 Detention Sphere
2 Sphinx's Revelation
2 Supreme Verdict

3 Temple Garden
3 Sunpetal Grove
4 Breeding Pool
1 Hinterland Harbor
4 Hallowed Fountain
2 Glacial Fortress
5 Forest
1 Rogue's Passage
1 Alchemist's Refuge

SB: Can't find but it was certainly garbage considering how bad of a deckbuilder I was at this time. It definitely had a Jace, Memory Adept, Trostani, Selesnya's Voice, 2 copies of Rest in Peace, and probably some permission.

The 4C Control deck was a (sort of) logical extension from my Bant deck. At this point I wanted to build Esper Control to have a strong Jund matchup (it was only about 50/50 with Bant), but didn't want to shell out too much extra money on a Standard deck so late in the rotation. As a result, I ended up with this Esper Control/Bant Midrange hybrid monstrosity. I think I was genuinely onto something here and this deck could have been significantly better than it was, though maybe it would just become Dark Bant Control. Again, Thragtusk probably would have been a very valuable addition.

4C Control

4x Hallowed Fountain
4x Breeding Pool
3x Temple Garden
2x Watery Grave
1x Godless Shrine
1x Overgrown Tomb
3x Sunpetal Grove
2x Glacial Fortress
1x Hinterland Harbor
1x Drowned Catacombs
1x Alchemist's Refuge
2x Forest

4x Farseek
4x Think Twice
2x Azorius Charm
1x Cyclonic Rift
1x Blind Obedience
2x Dissipate
2x Syncopate
1x Putrefy
1x Oblivion Ring
3x Supreme Verdict
2x Far // Away
2x Sphinx's Revelation
3x Jace, Architect of Thought
1x Vraska the Unseen

2x Snapcaster Mage
2x Blood Baron of Vizkopa
1x Sigarda, Host of Herons
1x Aetherling

SB: 1x Staff of Nin
SB: 1x Supreme Verdict
SB: 1x Jace, Memory Adept
SB: 1x Reap Intellect
SB: 1x Oblivion Ring
SB: 1x Merciless Eviction
SB: 1x Nephalia Drownyard
SB: 1x Dispel
SB: 2x Rest in Peace
SB: 1x Deathrite Shaman
SB: 1x Armada Wurm
SB: 1x Sigarda, Host of Herons
SB: 1x Detention Sphere
SB: 1x Elixir of Immortality

Monday, October 26, 2015

Tournament Report: Eternal Extravaganza 3 with Punishing Jund, 10/24/15

Eternal Extravaganza 3 promised be exciting as one of the first major Legacy events following the banning of Dig Through Time. After a year of Delve-fueled madness, there was finally a prospect of a "return to normalcy" in the Legacy metagame.

I decided to stay on the Jund train as the deck has treated me very well over the last few months, and the demise of Omni-Tell as a Tier 1 deck has put it in a much stronger position. Expecting a lot of Shardless BUG and Blade players to come crawling out of the woodwork, I decided to play the 4th Punishing Fire in my maindeck flex slot. In the sideboard I wanted to try out Pernicious Deed instead of Toxic Deluge. Deluge is a great card but I was finding the life loss hurt a lot in this deck. Otherwise the list has remained basically unchanged for a while:

PUNISHING JUND, 10/24/15
  • Creature Spells (15)
  • 4x Deathrite Shaman
  • 4x Dark Confidant
  • 4x Tarmogoyf
  • 3x Bloodbraid Elf

  • Noncreature Spells (22)
  • 4x Thoughtseize
  • 2x Lightning Bolt
  • 4x Abrupt Decay
  • 4x Punishing Fire
  • 3x Hymn to Tourach
  • 1x Sylvan Library
  • 4x Liliana of the Veil
  • Lands (23)
  • 4x Verdant Catacombs
  • 3x Marsh Flats
  • 2x Wooded Foothills
  • 3x Badlands
  • 2x Bayou
  • 1x Forest
  • 1x Swamp
  • 4x Grove of the Burnwillows
  • 3x Wasteland


  • SB: 2x Duress
  • SB: 2x Surgical Extraction
  • SB: 2x Grafdigger's Cage
  • SB: 2x Pyroblast
  • SB: 2x Golgari Charm
  • SB: 1x Phyrexian Revoker
  • SB: 1x Trinisphere
  • SB: 1x Nihil Spellbomb
  • SB: 1x Life from the Loam
  • SB: 1x Pernicious Deed




There were around 320 players present so the event would be a full nine rounds. Here is a lazy rundown of my matches:

Round 1: Omni-Tell (1-2)
People are still going to play this deck? Come on!!

Round 2: Canadian Thresh (2-0)
Game 2 I got to live the dream of Trinisphere/Loam lock.

Round 3: Death & Taxes (0-2)
I was in a strong position to win the second game, but at 8 life I proceeded to hit Bloodbraid Elf, Bloodbraid Elf off Bob triggers. Greatness at any cost.

Round 4: GW Maverick (2-1)

Round 5: Manaless Dredge (2-0)

Round 6: Aggro Loam (2-1)

Round 7: A.N.T. (2-0)
Real bad beats for my opponent. Game 1 he died to a totally non-interactive draw on my end after apparently bricking on all his cantrips. Game 2 I nut-drew him.

Round 8: Canadian Thresh (2-0)
Only Pernicious Deed action of the night in game 2 to clean up his board.

Round 9: Miracles (2-0)


Final Record: 7-2

I placed 23rd and was awarded a Tundra for my trouble. Overall it was a great event, and I hope to attend the next one!